Example #1
0
WorldObject* LootObject::GetWorldObject(Player* bot)
{
    Refresh(bot, guid);

    PlayerbotAI* ai = bot->GetPlayerbotAI();

    Creature *creature = ai->GetCreature(guid);
    if (creature && creature->getDeathState() == CORPSE)
        return creature;

    GameObject* go = ai->GetGameObject(guid);
    if (go && go->isSpawned())
        return go;

    return NULL;
}
Example #2
0
void LootObject::Refresh(Player* bot, ObjectGuid guid)
{
    skillId = SKILL_NONE;
    reqSkillValue = 0;
    reqItem = NULL;
    this->guid = ObjectGuid();

    PlayerbotAI* ai = bot->GetPlayerbotAI();
    Creature *creature = ai->GetCreature(guid);
    if (creature && creature->getDeathState() == CORPSE)
    {
        if (creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE))
            this->guid = guid;

        if (creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
        {
            skillId = creature->GetCreatureTemplate()->GetRequiredLootSkill();
            uint32 targetLevel = creature->getLevel();
            reqSkillValue = targetLevel < 10 ? 0 : targetLevel < 20 ? (targetLevel - 10) * 10 : targetLevel * 5;
            if (bot->HasSkill(skillId) && bot->GetSkillValue(skillId) >= reqSkillValue)
                this->guid = guid;
        }

        return;
    }

    GameObject* go = ai->GetGameObject(guid);
    if (go && go->isSpawned())
    {
        uint32 lockId = go->GetGOInfo()->GetLockId();
        LockEntry const *lockInfo = sLockStore.LookupEntry(lockId);
        if (!lockInfo)
            return;

        // TODO: remove?
        /*for(uint32 i = 0; i < 6; ++i)
        {
            if (go->GetGOInfo()->questItems[i])
            {
                this->guid = guid;
                return;
            }
        }*/

        for (int i = 0; i < 8; ++i)
        {
            switch (lockInfo->Type[i])
            {
            case LOCK_KEY_ITEM:
                if (lockInfo->Index[i] > 0)
                {
                    reqItem = lockInfo->Index[i];
                    this->guid = guid;
                }
                break;
            case LOCK_KEY_SKILL:
                if (SkillByLockType(LockType(lockInfo->Index[i])) > 0)
                {
                    skillId = SkillByLockType(LockType(lockInfo->Index[i]));
                    reqSkillValue = lockInfo->Skill[i];
                    this->guid = guid;
                }
                break;
            default:
                break;
            }
        }
    }
}